SlideShare a Scribd company logo
Chuck Gaffney
Lake Grove, NY 11755 • ctgaffney@gmail.com • Skype: ctgaffney
Experience ***
Lead / SeniorUnityDeveloper
Nov. 2015 – Present EdgeDNA
 Unity Game, non-game, AR & VR development in the arena of emerging tech
 (April 2016) Promoted to the roleof “Lead Unity Developer”
 (April 2016) Officially Unity Certified Developer; license# 201604324C444 ,https://certification.unity.com/certification-
lookup
 Develop Unity with various hardwareincludingthe Hololens,Meta, Google Tango and Nintendo WiiU
 MachineLearning assisted development and research
 Train and build team of Unity Developers
 Administration of project management through various version control software(Gi t, SourceTree, Bitbucket, Github)
 Front facingclient/ development communications
 (March 2016) Became official 3rd Party Unity Developer for Nintendo Hardware
 Integrate 3rd party APIs into non-game Unity project; APIs tied to Untappd social network with Oauth POST/GET HTTPs
handshake
 One of the lead developers for a non-game Unity app for a major beer company
 Build and design app pages for store locator/map functionality and Untappd API
 Debug and work with AR and VR scenes usingGoogle Cardboard & Vuforia SDKs
 Gimbal/Beacon SDK deployment and debugging
 Tasked with the publication of the applicationson both Android and iOS platforms
 Debugged and refined designs in Unity for all scenes in the application initially builtby both internal and external
developers
 Managed company's iTunes Connect and Google Play landingpages as well as Testflightaccounts (iOS)
 Scripted Postrenderinglogic for a uniformed/prebuilt Unity output to XCode/iOS
UnityDeveloper
Jun. 2015 – Oct. 2015 Bravo Media
 Developed a VR simulation of the Ed Sullivan Theater for Stephen Colbert; showcasingthetheater’s new digital dome
projection produced for the new Late Show by Bravo Media
 Lead developer behind the Android / IOS app for a major world wide diamond manufacturer,The Leo Diamond
(https://itunes.apple.com/us/app/the-leo/id1033928593?mt=8)
 Develop, Debug, troubleshoot current and pastprojects in Unity/ Mono Develop (C#/Javascript)
 Unity VR projects developed for the Samsung Gear VR, Oculus Rift,and Google Cardboard
 Android deployment of apps via sideloaded .APKs builtin Unity (no nativeAndroid development)
 IOS app deployment via Enterprise & Ad hoc distributions w/ nativedebugging of various codesigning& build path bugs
IOS /Unity Game & App Programmer / Designer
Late 2011 – Present Independent
 (Early 2015) Continued focus on Unity/C# game development with the GDC2015 public releaseof Unity 5. Unity 5
features likeglobal Illuminated (GI) lighting,GI lightingbased on skyboxes, continuously baked lightmaps,audio mixer
objects, (snapshots,TransitionTo() scripting).
 (Late January 2015) Began a work on Unity game development to broaden application deployment of pastand future
projects.Unity concepts including prefabs,Navmeshes,rigidbody,colliders,plus other physics components.Camera
movement usinglinear interpolation & smoothing. Character mesh animations,animation controllersand blend trees.
UI components in the 4.6 and above updates likeCanvus,UI image, text, etc. Usinganimation controllers,Event calls
and keyframe animation for character,stage& GUI animations. Game logic C#scriptingin MonoDevelop with game
loop functions likeStart(), Awake(), FixedUpdate(), LateUpdate() and Update() as well hashingreferences to various
animation and general components.
 (Early 2015) Trained on newer IOS concepts and best practices likeStoryboards,Segues, navigationViewControllers and
other types of viewControllers
 (Late 2014 / Early 2015) Some work & trainingin makingcustom Shaders & custom particleemitters in OpenGL ES 2.0
with the help of IOS’s GLKit framework. Basic understandingof the graphics pipelineof Vertex Buffers, Fragment
Buffers, attributes and VBOs
 (Late 2014 / Early 2015) Did minor work / trainingwith LLDB / Breakpoint debugging in XCode
 Published Swift-Developed Game (PikiPop) to iTunes (Nov 2014)
 Workingin Swift programming language,Objective-C & some C++ (Apple Metal API) (Mid 2014- Now)
 Understandingof new SpriteKit/SceneKit objects likePhysicsBody Constraints and InverseKinematics
 Continued Development of an on/off video game project that began in 2011 called Tenshi -Oni (tenshioni.com);
currently rewriting code to Swift, SpriteKit & SceneKit from pastObjective-C / Cocos2D / C++ code (2011-Now)
 Early understandingof Apple Metal and C++11-coded shaders usingMetal API
 Developing a separate, simple2D game entirely in Swift and SpriteKit to ship before Tenshi -Oni (2014)
 UtilizingAppleInstruments & Xcode 6 for debugging, CPU, FPS & memory management
 Originally Distributed Tenshi-Oni game’s Alpha version via .ipa ad-Hoc distribution for Q/A Testing; will soon use
TestFlight instead
 Tenshi-Oni coded in Objective-C/Cocos2d with everything from intro scenes, levels,game logic,enemy-player hierarchy
voiceactingand music all hardcoded withoutstoryboards or.sks files (soon to be converted to Swift with a focus on best
practices for hardcoded game logic,scene/storyboard hierarchy & .plistfiles for data management)
 Experience with ARC memory management, memory allocation practices beforeARC as well latestgame loop structure
as of XCode 6 / WWDC14
 Twitter, Facebook & Open Graph API for player data sharingon social networks in longrunningTenshi -Oni project
 Level structuring & dynamic scrollingcredits class thatutilize.plistfiles
 Use of PhysicsEditor to create / edit various particleeffects as well as various play/enemy/powerup contact physics
 Creation of spritesheets / texture aliases for various iPhone/iPad screens via TexturePacker & now for SpriteKit
 Edit/enhance spriteand art assets via Photoshop,Adobe Flash & Illustrator
 Music composition personally viaFigureApp, FLStudio 10 & with the help of other independent artists
Webmaster/Founder/Programmer/GraphicDesigner
March 2002 – Present blog.ChucksAnimeShrine.com - chucksanimeshrine.com/shop - anime.fm
 Manage custom OSCommerce-driven store; addingadditional contributions,updatingto latest version (currently at
2.3.4), manually editPHP code for my detailed customizations & editing product databasetables (MySQL) when needed
 UtilizeCSS3 ,HTML5, jQuery for interactivephoto galleries and menus
 Used sites such as jsfiddleto edit and create Javascriptfor customuser interaction on blog pages
 Created siteutilizingAdobe Suite products likeDreamweaver, Photoshop and Flash.
 Created a Blogger powered blog that is hosted site’s DNS server for anime and video game related news. (2007)
 Site mentioned in BusinessWeek being invited to attend a BW event. (2007)
 Created an Oscommerce-ran anime figure store with sales from2007-2011 averagingabout$60,000 a year.
 (cont..)
 (…cont)
 Utilized sites likestackoverflowto answer my own codingquestions & to see the latestcodingbest practices for
whichever kind of the development I’m working on. (my stackoverflowprofile:
http://stackoverflow.com/users/2348457/chuck-gaffney)
 Used OpenGraph and Twitter Cards to automatically formatsocial network sharingof my site content. Discussed how
to do this in Blogger here: https://dev.twitter.com/discussions/24200
 Updated store with HTML5/CSS3/Responsive Design w/ some better understandingof PHP (2014)
WebDesigner@Berger-BrosCamera
July 2006 –May 2015 Berger-Bros.com
 Created and managed web content seen by thousands of customers; landingpages,product pages
 Worked directly with sales/tech reps from major companies likeNikon, Canon and Sony to implement updates.
 Restructured MiVa Merchant e-cart to better suitthe needs of the store.
 Worked with System Admin to install business-gradeantivirussoftwareto network and internal company server
 Fixed errors with Outlook and network port issues caused by viruses,firewallsand settings errors
 Used Crystal Reports to pull needed data from CounterPoint POS system
 Created a few basic customjavascriptcallsto automate rebate notices and rebate functionality for Miva Cartusing
date() function
 Late (2014/ Early 2015) Began creatinga newer Berger-Bros site as the company transitions fromMiva Merchantto
BigCommerce. Usinga combination of Dreamweaver CS6 and Bigcommerce Design tools to bringthe siteup to speed
with HTML5/CSS3/Responsive Design concepts.
Languages/Frameworks/API
 Apple Swift, C#, Objective-C, IOS8, IOS7, SpriteKit, SceneKit, WatchKit,GLKit, Cocos2D,C++14, Java, Apple Metal,
HTML, CSS3, actionScript2 ,jQuery, javascript,PHP,Open Graph,Twitter Cards,Twitter Fabric,Java 8 Streams
Programs Used
 Game Development: Unity, XCode, Instruments, MonoDevelop, Visual Studio,Eclipse,UnReal Engine 4
 Website Development: Adobe Dreamweaver, Blogger
 Database Management: MicrosoftAccess,Crystal Reports, Globat(webhost) MySQL editor
 Asset Creation: Photoshop, Flash, PhysicsEditor,ParticleDesigner,Adobe Premier, TexturePacker, GlyphDesigner,
Audacity, Blender
Education
Associates Degree in Computer Science with Honors
2002-2004 Suffolk Community College Selden, NY
 Former Vice President of SCCC Computer Science Club
 Former member of the Association for Computing Machinery
…
IT Recruiters - PLEASE READ:
Career Goals:
These are my career goals / industries I’m looking to enter…
-Game Development (Unity & eventually Unreal Engine)
-Emerging Tech (AR / VR) using Unity
- Continued Voice Acting (Commercial / Entertainment)
Web Development and IOS Native development are now former skills which will only be
used for either additional book publications or with my own sites / projects. Moving
forward, I only look to keep things focused in Unity / Unreal Engine development;
preferably game/app development.
Career Location:
There seems to be some confusion as to where I’m located, which jobs are actually commute-able and if I
can relocate. (Note will only relocate if not a contract job & in game dev industry)
1. Where I CAN commute to currently:
a. Telecommute (#1 preference if available)
b. Long Island (Nassau or Suffolk County)
c. Manhattan (via Ronkonkoma station toPenn)
2. Where I CAN’T Commute To Without Relocation (as a reminder, I live on
Eastern Long Island/ Lake Grove):
a. Brooklyn or Queens…unless walking distance to LIRR
b. Connecticut
c. New Jersey
d. Anywhere further away than a) b) or c)
3. Plans to Leave New York and Long Island:
Starting at the end of 2016 and into 2017, I plan on leaving the stress
and costs of New York and Long Island for sunny Florida (currently
aiming for Tampa area) so any roles that can be done
noncompetitively while being the Lead Unity Developer @ EdgeDNA
can also be in Florida, or better yet, telecommuted.

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chuckgaffney-resume-unity-2016-Recruiter-Note

  • 1. Chuck Gaffney Lake Grove, NY 11755 • ctgaffney@gmail.com • Skype: ctgaffney Experience *** Lead / SeniorUnityDeveloper Nov. 2015 – Present EdgeDNA  Unity Game, non-game, AR & VR development in the arena of emerging tech  (April 2016) Promoted to the roleof “Lead Unity Developer”  (April 2016) Officially Unity Certified Developer; license# 201604324C444 ,https://certification.unity.com/certification- lookup  Develop Unity with various hardwareincludingthe Hololens,Meta, Google Tango and Nintendo WiiU  MachineLearning assisted development and research  Train and build team of Unity Developers  Administration of project management through various version control software(Gi t, SourceTree, Bitbucket, Github)  Front facingclient/ development communications  (March 2016) Became official 3rd Party Unity Developer for Nintendo Hardware  Integrate 3rd party APIs into non-game Unity project; APIs tied to Untappd social network with Oauth POST/GET HTTPs handshake  One of the lead developers for a non-game Unity app for a major beer company  Build and design app pages for store locator/map functionality and Untappd API  Debug and work with AR and VR scenes usingGoogle Cardboard & Vuforia SDKs  Gimbal/Beacon SDK deployment and debugging  Tasked with the publication of the applicationson both Android and iOS platforms  Debugged and refined designs in Unity for all scenes in the application initially builtby both internal and external developers  Managed company's iTunes Connect and Google Play landingpages as well as Testflightaccounts (iOS)  Scripted Postrenderinglogic for a uniformed/prebuilt Unity output to XCode/iOS UnityDeveloper Jun. 2015 – Oct. 2015 Bravo Media  Developed a VR simulation of the Ed Sullivan Theater for Stephen Colbert; showcasingthetheater’s new digital dome projection produced for the new Late Show by Bravo Media  Lead developer behind the Android / IOS app for a major world wide diamond manufacturer,The Leo Diamond (https://itunes.apple.com/us/app/the-leo/id1033928593?mt=8)  Develop, Debug, troubleshoot current and pastprojects in Unity/ Mono Develop (C#/Javascript)  Unity VR projects developed for the Samsung Gear VR, Oculus Rift,and Google Cardboard  Android deployment of apps via sideloaded .APKs builtin Unity (no nativeAndroid development)  IOS app deployment via Enterprise & Ad hoc distributions w/ nativedebugging of various codesigning& build path bugs IOS /Unity Game & App Programmer / Designer Late 2011 – Present Independent  (Early 2015) Continued focus on Unity/C# game development with the GDC2015 public releaseof Unity 5. Unity 5 features likeglobal Illuminated (GI) lighting,GI lightingbased on skyboxes, continuously baked lightmaps,audio mixer objects, (snapshots,TransitionTo() scripting).  (Late January 2015) Began a work on Unity game development to broaden application deployment of pastand future projects.Unity concepts including prefabs,Navmeshes,rigidbody,colliders,plus other physics components.Camera movement usinglinear interpolation & smoothing. Character mesh animations,animation controllersand blend trees. UI components in the 4.6 and above updates likeCanvus,UI image, text, etc. Usinganimation controllers,Event calls and keyframe animation for character,stage& GUI animations. Game logic C#scriptingin MonoDevelop with game loop functions likeStart(), Awake(), FixedUpdate(), LateUpdate() and Update() as well hashingreferences to various animation and general components.  (Early 2015) Trained on newer IOS concepts and best practices likeStoryboards,Segues, navigationViewControllers and other types of viewControllers  (Late 2014 / Early 2015) Some work & trainingin makingcustom Shaders & custom particleemitters in OpenGL ES 2.0 with the help of IOS’s GLKit framework. Basic understandingof the graphics pipelineof Vertex Buffers, Fragment Buffers, attributes and VBOs  (Late 2014 / Early 2015) Did minor work / trainingwith LLDB / Breakpoint debugging in XCode
  • 2.  Published Swift-Developed Game (PikiPop) to iTunes (Nov 2014)  Workingin Swift programming language,Objective-C & some C++ (Apple Metal API) (Mid 2014- Now)  Understandingof new SpriteKit/SceneKit objects likePhysicsBody Constraints and InverseKinematics  Continued Development of an on/off video game project that began in 2011 called Tenshi -Oni (tenshioni.com); currently rewriting code to Swift, SpriteKit & SceneKit from pastObjective-C / Cocos2D / C++ code (2011-Now)  Early understandingof Apple Metal and C++11-coded shaders usingMetal API  Developing a separate, simple2D game entirely in Swift and SpriteKit to ship before Tenshi -Oni (2014)  UtilizingAppleInstruments & Xcode 6 for debugging, CPU, FPS & memory management  Originally Distributed Tenshi-Oni game’s Alpha version via .ipa ad-Hoc distribution for Q/A Testing; will soon use TestFlight instead  Tenshi-Oni coded in Objective-C/Cocos2d with everything from intro scenes, levels,game logic,enemy-player hierarchy voiceactingand music all hardcoded withoutstoryboards or.sks files (soon to be converted to Swift with a focus on best practices for hardcoded game logic,scene/storyboard hierarchy & .plistfiles for data management)  Experience with ARC memory management, memory allocation practices beforeARC as well latestgame loop structure as of XCode 6 / WWDC14  Twitter, Facebook & Open Graph API for player data sharingon social networks in longrunningTenshi -Oni project  Level structuring & dynamic scrollingcredits class thatutilize.plistfiles  Use of PhysicsEditor to create / edit various particleeffects as well as various play/enemy/powerup contact physics  Creation of spritesheets / texture aliases for various iPhone/iPad screens via TexturePacker & now for SpriteKit  Edit/enhance spriteand art assets via Photoshop,Adobe Flash & Illustrator  Music composition personally viaFigureApp, FLStudio 10 & with the help of other independent artists Webmaster/Founder/Programmer/GraphicDesigner March 2002 – Present blog.ChucksAnimeShrine.com - chucksanimeshrine.com/shop - anime.fm  Manage custom OSCommerce-driven store; addingadditional contributions,updatingto latest version (currently at 2.3.4), manually editPHP code for my detailed customizations & editing product databasetables (MySQL) when needed  UtilizeCSS3 ,HTML5, jQuery for interactivephoto galleries and menus  Used sites such as jsfiddleto edit and create Javascriptfor customuser interaction on blog pages  Created siteutilizingAdobe Suite products likeDreamweaver, Photoshop and Flash.  Created a Blogger powered blog that is hosted site’s DNS server for anime and video game related news. (2007)  Site mentioned in BusinessWeek being invited to attend a BW event. (2007)  Created an Oscommerce-ran anime figure store with sales from2007-2011 averagingabout$60,000 a year.  (cont..)  (…cont)  Utilized sites likestackoverflowto answer my own codingquestions & to see the latestcodingbest practices for whichever kind of the development I’m working on. (my stackoverflowprofile: http://stackoverflow.com/users/2348457/chuck-gaffney)  Used OpenGraph and Twitter Cards to automatically formatsocial network sharingof my site content. Discussed how to do this in Blogger here: https://dev.twitter.com/discussions/24200  Updated store with HTML5/CSS3/Responsive Design w/ some better understandingof PHP (2014) WebDesigner@Berger-BrosCamera July 2006 –May 2015 Berger-Bros.com  Created and managed web content seen by thousands of customers; landingpages,product pages  Worked directly with sales/tech reps from major companies likeNikon, Canon and Sony to implement updates.  Restructured MiVa Merchant e-cart to better suitthe needs of the store.  Worked with System Admin to install business-gradeantivirussoftwareto network and internal company server  Fixed errors with Outlook and network port issues caused by viruses,firewallsand settings errors  Used Crystal Reports to pull needed data from CounterPoint POS system  Created a few basic customjavascriptcallsto automate rebate notices and rebate functionality for Miva Cartusing date() function  Late (2014/ Early 2015) Began creatinga newer Berger-Bros site as the company transitions fromMiva Merchantto BigCommerce. Usinga combination of Dreamweaver CS6 and Bigcommerce Design tools to bringthe siteup to speed with HTML5/CSS3/Responsive Design concepts.
  • 3. Languages/Frameworks/API  Apple Swift, C#, Objective-C, IOS8, IOS7, SpriteKit, SceneKit, WatchKit,GLKit, Cocos2D,C++14, Java, Apple Metal, HTML, CSS3, actionScript2 ,jQuery, javascript,PHP,Open Graph,Twitter Cards,Twitter Fabric,Java 8 Streams Programs Used  Game Development: Unity, XCode, Instruments, MonoDevelop, Visual Studio,Eclipse,UnReal Engine 4  Website Development: Adobe Dreamweaver, Blogger  Database Management: MicrosoftAccess,Crystal Reports, Globat(webhost) MySQL editor  Asset Creation: Photoshop, Flash, PhysicsEditor,ParticleDesigner,Adobe Premier, TexturePacker, GlyphDesigner, Audacity, Blender Education Associates Degree in Computer Science with Honors 2002-2004 Suffolk Community College Selden, NY  Former Vice President of SCCC Computer Science Club  Former member of the Association for Computing Machinery
  • 4. … IT Recruiters - PLEASE READ: Career Goals: These are my career goals / industries I’m looking to enter… -Game Development (Unity & eventually Unreal Engine) -Emerging Tech (AR / VR) using Unity - Continued Voice Acting (Commercial / Entertainment) Web Development and IOS Native development are now former skills which will only be used for either additional book publications or with my own sites / projects. Moving forward, I only look to keep things focused in Unity / Unreal Engine development; preferably game/app development. Career Location: There seems to be some confusion as to where I’m located, which jobs are actually commute-able and if I can relocate. (Note will only relocate if not a contract job & in game dev industry) 1. Where I CAN commute to currently: a. Telecommute (#1 preference if available) b. Long Island (Nassau or Suffolk County) c. Manhattan (via Ronkonkoma station toPenn) 2. Where I CAN’T Commute To Without Relocation (as a reminder, I live on Eastern Long Island/ Lake Grove): a. Brooklyn or Queens…unless walking distance to LIRR b. Connecticut c. New Jersey d. Anywhere further away than a) b) or c) 3. Plans to Leave New York and Long Island: Starting at the end of 2016 and into 2017, I plan on leaving the stress and costs of New York and Long Island for sunny Florida (currently aiming for Tampa area) so any roles that can be done noncompetitively while being the Lead Unity Developer @ EdgeDNA can also be in Florida, or better yet, telecommuted.